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Did some more work on a basic realtime toon shader for XSI (and maya, it’s CGFX.) Here’s a sample…

It's Agent Smith(s), toon style.

Functionality is pretty basic at the moment: Ink threshold, 2 levels of paint and a hard spec hilight, overall color control, a single point light source. I still need to introduce diffusion and spec mapping, possibly some reflections and bump/normal. Remember, if you see an agent, run.

I’ve been playing around with CGFX realtime shaders and mental mill. Here are some basic first shaders. Mental mill makes creating this kind of stuff pretty fast, and you can edit the generated code by hand once you’re in the ballpark.

I have been testing Mach Studio Pro for PLF for a while now, and while it’s a very new tool I am pretty pleased with it’s capabilities and potential. MSpro is an application which accepts scenes from most 3d packages (including Max, Maya, XSI, sketchup etc) and enables the artist to shade/light/render in realtime. Quality is high, with renders being competitive (and sometimes mistaken for) mental ray/vray etc in many cases. Being a realtime application there are caveats and limitations of course, for instance raytracing is not (yet) supported, nor are true radiosity/GI effects. Fair enough. And you’ll still need to render out vFX passes like particles and volumetrics in another app.

But most CG isn’t about all that – it’s about the basics and that’s where MSpro shines: on the 90% of the work you render which you can now do so in seconds rather than hours. It’s very liberating being able to light shots with immediate visual feedback, and MSpro was written with a fair eye towards being a production-friendly application with python scripting, linear lighting and HDRI workflow, output to open EXR as pass breakdowns etc.

This is clearly the direction the industry is moving and Mach Studio is not without competitors, but as a just-out-of-the-gate package they are off to a great start. And don’t get me wrong, MSpro isn’t just about the bare minimums… realtime microtesselated displacement maps aren’t basic, and realtime AO and SSS go a long way towards giving you the tools you need to create great imagery. In real time. No more waiting on farms. No more unpleasant surprises a day lat